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pmove_msec 5/10 and etpro ?
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LilleBror



Joined: 24 Nov 2004
Posts: 111
Location: Dk

PostPosted: Mon Aug 21, 2006 5:25 am    Post subject: pmove_msec 5/10 and etpro ? Reply with quote

I have bee fidling with a server 2 get et super smooth...
Im getting som funny results... 3.2.6 beta version...

Is pmove_msec fixed at 8ms i etpro? or can it be set and work serverside...

Trying 2 get it running at 5 ms or 10 ms intervals, where the logic would be that the server frames are locked at sv_fps 20 so the sv_frame is 50 ms... thereby u "should" get 10 or 5 "position" updates pr server frame.... Realy trying to find a best "matchup".. or "fillrate" of the updates so they add even up to match the server frame time of 50 ms...

Or am i looking at something thats bad juju 4 w.r.t server setup.. there is probaly a good reason its set at 8 ms.... default..

Any help/input apreciated... Smile
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Spoofeh



Joined: 26 Jul 2003
Posts: 307

PostPosted: Mon Aug 21, 2006 8:42 am    Post subject: Reply with quote

b_fixedphysics?
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ouroboro



Joined: 26 Jul 2004
Posts: 662

PostPosted: Mon Aug 21, 2006 2:13 pm    Post subject: Reply with quote

I'll get the popcorn...
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uber-noob



Joined: 20 Dec 2003
Posts: 285
Location: Germany

PostPosted: Mon Aug 21, 2006 3:57 pm    Post subject: Reply with quote

Enable the bani-special-mode by setting b_placebo to 1, then set b_supermagicsmooth to 1337 and your done Razz.
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Nail



Joined: 02 Jan 2004
Posts: 425

PostPosted: Mon Aug 21, 2006 5:17 pm    Post subject: Reply with quote

does etpub have b_placebo yet ??
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ReyalP



Joined: 25 Jul 2003
Posts: 1663

PostPosted: Mon Aug 21, 2006 9:31 pm    Post subject: Reply with quote

pmove_msec must be set on the server.

If a user chooses to use pmove_fixed (bad idea, but hey, it's their choice) then they will use whatever pmove_msec is set on the server.
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LilleBror



Joined: 24 Nov 2004
Posts: 111
Location: Dk

PostPosted: Tue Aug 22, 2006 1:56 am    Post subject: Reply with quote

Super .. so pmove_msec is not hardwired in etpro...

If pmove_fixed 0 is set server and client side and pmove_msec is set 5,8 or 10 serverside what are the implications? would there be any changes in the server calculations? Is it still used at a base number in position calculations?

pmove_fixed 1 and pmove_mesc 10 set on the server and with a forcecvar pmove_fixed 1 also set, i have noticed that the sniper rifle in scoped mode is on target the recoil "bug" is gone... but im not sure it holds true concering all com_maxfps..i tried it at 100...

The buggy issues with pmove_fixed 1, cant they be solved by setting the pmove_msec 5 or 10 serverside?

One more thing.. at com_maxfps 100, pmove_fixed 1 and pmove_msec 10 set client side.. on a server at pmove_fixed 1 and pmove_msec 10 set server side... Its realy smooth and responsive.. even if if have my fps drop below 100...?

So what reasoning is behind choice of pmove_msec 8 as default value? Range is 3-33 right?...

pmove_msec can it be set fraction? ie. 4.5 or 8.44 ?
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deej



Joined: 19 Mar 2004
Posts: 743
Location: Belgium!

PostPosted: Tue Aug 22, 2006 5:30 am    Post subject: Reply with quote

LilleBror wrote:
Range is 3-33 right?...


I think it's 8 - 33.

8 was chosen since 1000 / 8 = 125 but I forget what was up with the 125 fps.

pmove_msec is an integer so no fractions.
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LilleBror



Joined: 24 Nov 2004
Posts: 111
Location: Dk

PostPosted: Tue Aug 22, 2006 6:41 am    Post subject: Reply with quote

deej: any input on pmove_msec 5 or 10... i got a strange felling that since the server frame time is 50 ms... u "fill" the server frame better.. without "leftovers" and "exports" in the transition between serverframes..
It might even solve some prediction errors..between 2 recieved snaps?

my logic is 8ms * X = 50 ? no match in real/int..


50 cant use limmit is 33 (full)
25 * 2 = 50 ok! (1/2)
12.5 cant use fraction (1/4)
10 * 5 = 50 ok! (1/5)
8.333 cant use fraction (1/6)
6.25 cant use fraction (1/Cool
5 * 10 = 50 ok! (1/10)
2 cant use limmit is 3?

if the server calulates like this: (8 ms) as 8+8+8+8+8+8+8 = 48...so in my logic 2 ms left... so what happens...
does the engine take a extra 8 check pr. 4 server frames ? or what?
...
5+8+8+8+8+8+5,? or 8+8+8+8+8+10 ?.. 9+8+8+8+8+9 ..mixed?..

...the agian it might be real trivial if pmove_msec has no effect if pmove_fixed is set 0 serverside...

is the pmove_msec a "base" even if pmove_fixed is set zero serverside...?

is it just me.. but i find it strange that the pmove_msec 8 (default)doesnt fit.. the standart sv_fps 20 timespace of 50 msec..

default 8 ms.. say use 5*8 = 40 ms.. *25 = 1000... so that should work best at sv_fps 25....?

but Etpro..is hardcoded at sv_fps 20... and stuff should break then?

Exclamation ..so.. maybe one could try with sv_fps 25? and se i pmove_fixed 1 set serverside still gives the sniperbug... at com_maxfps 125 set client side?
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deej



Joined: 19 Mar 2004
Posts: 743
Location: Belgium!

PostPosted: Tue Aug 22, 2006 7:16 am    Post subject: Reply with quote

sv_fps > 20 is not a good idea since it breaks stuff. There have been alot of posts by ReyalP, Rain & Bani on this. On pmove_sec 5: impossible, 8 is the lower limit AFAIK. pmove_msec 10 I have no idea but there must be a good reason why they default it to 8.
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LilleBror



Joined: 24 Nov 2004
Posts: 111
Location: Dk

PostPosted: Tue Aug 22, 2006 8:12 am    Post subject: Reply with quote

yup.. sv_fps 25 "wierd" with the flammer...

--but--
gives the same "smooth" feel as pmove_msec 10 at pmove_fixed 1 and at com_maxfps 100 at sv_fps 20
with
pmove_msec 8 pmove_fixed 1 com_maxfps 125 at sv_fps 25

then agian...if its pr default broken... not an option..on a server...

"good old quake.. would run sv_fps 25 ? no problems...right?"

If its "only" wierd flammer graphics, covert ops uni steal time.. and timer pause issues... one could setup a test server..
But if the antilag, antiwarp or anything concering hit detection get messed up.. there is zero piont 2 it...
..i know that the unlagged code becomes less "effective" at high sv_fps..

Still the pmove_msec...hmm... u say 8 is min.. i got it set 3 and 5.. but "if its in effect on server-client"..thats something else? no? i have no idea if i can trust the console printout on that perticular issu..

But if 8 ms is the "must have" choice value and default... the maby one should try sv_fps 25? but im realy not positive .. most likely 99.9999% a complet waist of time...

I'd realy like some feedback on pmove_msec 10 set serverside...
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deej



Joined: 19 Mar 2004
Posts: 743
Location: Belgium!

PostPosted: Tue Aug 22, 2006 10:48 am    Post subject: Reply with quote

It's a waste of time. SD themselves said stuff breaks when you set sv_fps > 20. It's the nature of the engine, nothing you can do about it (except rewrite the engine parts that are faulty).
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ouroboro



Joined: 26 Jul 2004
Posts: 662

PostPosted: Tue Aug 22, 2006 11:12 am    Post subject: Reply with quote

b_fixedphysics > pmove_fixed. Maybe not for hardcore trickjumping, but certainly for actually playing the game.
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deej



Joined: 19 Mar 2004
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PostPosted: Tue Aug 22, 2006 11:17 am    Post subject: Reply with quote

ouroboro wrote:
b_fixedphysics > pmove_fixed. Maybe not for hardcore trickjumping, but certainly for actually playing the game.


Although deus can't jump with b_fixedphysics Wink.
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LilleBror



Joined: 24 Nov 2004
Posts: 111
Location: Dk

PostPosted: Tue Aug 22, 2006 12:33 pm    Post subject: Reply with quote

roger...waist of time... sv_fps 25...

but still the how about pmove_msec 10..... contra pmove_msec 8.... and the sv_fps time frame of 50 ms..?

what happens server side?
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